Prop Artist

A prop artist models and textures the objects a game world is furnished with: vehicles, weapons, crates, machinery and the hero assets a player gets close enough to inspect.

Props are everything that is neither terrain nor character. The work runs from blockout through high-poly sculpt, retopology and UVs to texturing, and it ends with the asset working in engine at the budget it was given. A single hero prop can take weeks; a set of background objects has to be fast and reusable.

Modelling packages and a texturing suite are the daily tools, together with the engine itself, because an asset that looks right in a viewport and wrong in the game is not finished. Modularity matters: a prop built to be combined, re-lit and re-used saves more time than one built to look good once.

An Environment Artist assembles the space that props stand in. A Character Artist works on figures with their own deformation problems. The prop artist supplies the objects that make a place look inhabited.

Where these positions are: Guildford (1 position)

Prop Artist profiles (1)

Rami Hussein

3D Game Artist (Hard Surface Modeling, Texturing, Visualisation)

München, Junior
All talent for Prop Artist